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Beast of the Ninth Lantern

Large monstrosity, chaotic evil

AC
15
HP
102
Speed
40
CR
7

A keeper alone in a failing tower will eventually consider taking the light inside himself, on the theory that a lantern that walks cannot go out. It works. What comes down the tower stairs afterward is long-limbed, extremely bright at the sternum, and no longer able to be in a dark room without screaming.


Armor Class 15 (natural armor)

Hit Points 102 (12d10 + 36)

Speed 40 ft., climb 30 ft.


STR
19 (+4)
DEX
15 (+2)
CON
17 (+3)
INT
5 (-3)
WIS
13 (+1)
CHA
7 (-2)

Saving Throws Con +6, Wis +4

Skills Athletics +7, Perception +4

Damage Resistances radiant

Senses darkvision 60 ft., passive Perception 14

Languages understands Common but can only howl

Challenge 7


Traits

Carried Light. The beast sheds bright light in a 20-foot radius and dim light for 20 feet beyond. It cannot voluntarily extinguish this. While in an area of magical darkness it is frightened and must use its action to attempt to leave.

Keen Hearing and Smell. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. The beast makes two claw attacks.

Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Slashing damage.

Fall From the Tower (Recharge 5–6). The beast leaps up to 30 feet and lands. Each creature within 10 feet of where it lands must make a DC 15 Strength saving throw, taking 22 (4d10) Bludgeoning damage and being knocked prone on a failure, or half as much damage and not knocked prone on a success.

Bonus Actions

Chase the Dark. The beast moves up to half its speed toward the nearest area of darkness it can see.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022